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Gamification, smarte Technologien und eine persistente digitale Erreichbarkeit führen dazu, dass immer mehr Lebensbereiche mit Aspekten von Spielen angereichert werden. Doch was zeichnet das Spiel eigentlich aus? Und ist es überhaupt möglich und ethisch legitim, das ganze Leben in ein Spiel zu verwandeln?Vor dem Hintergrund einer humanistischen Anthropologie, die dem Menschen zutraut und zugleich zumutet, selbst Autor*in des eigenen Lebens zu sein, wird Gamification als durchaus problematische Manipulationsstrategie beschrieben, die kaum etwas mit dem Spiel zu tun hat und deren Einsatz nur unter bestimmten Bedingungen ethisch legitim ist. Denn, verabschieden wir uns nicht ein Stück weit von unserem Menschsein, wenn wir uns zurücklehnen und unser Leben in die Hände gamifizierter Anwendungen und Systeme legen, die uns durch ihre Spielmechanismen und Algorithmen gewissermaßen darauf programmieren, erwünschte Verhaltensweisen an den Tag zu legen? Schließlich sollten wir als autonome Subjekte in der Lage sein, selbst herauszufinden und umzusetzen, was wir für richtig und erstrebenswert halten.
General ethics --- Ethik --- Bioethik --- Angewandte Ethik --- Medienethik --- Manipulation --- Freiheit --- Autonomie --- Spiele --- Spielen --- Digitalisierung --- Paternalismus --- Nudging --- ethics --- bioethics --- applied ethics --- media ethics --- manipulation --- autonomy --- persuasive technology --- games --- digital technologies --- play --- paternalism --- nudging
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Gamification, smarte Technologien und eine persistente digitale Erreichbarkeit führen dazu, dass immer mehr Lebensbereiche mit Aspekten von Spielen angereichert werden. Doch was zeichnet das Spiel eigentlich aus? Und ist es überhaupt möglich und ethisch legitim, das ganze Leben in ein Spiel zu verwandeln?Vor dem Hintergrund einer humanistischen Anthropologie, die dem Menschen zutraut und zugleich zumutet, selbst Autor*in des eigenen Lebens zu sein, wird Gamification als durchaus problematische Manipulationsstrategie beschrieben, die kaum etwas mit dem Spiel zu tun hat und deren Einsatz nur unter bestimmten Bedingungen ethisch legitim ist. Denn, verabschieden wir uns nicht ein Stück weit von unserem Menschsein, wenn wir uns zurücklehnen und unser Leben in die Hände gamifizierter Anwendungen und Systeme legen, die uns durch ihre Spielmechanismen und Algorithmen gewissermaßen darauf programmieren, erwünschte Verhaltensweisen an den Tag zu legen? Schließlich sollten wir als autonome Subjekte in der Lage sein, selbst herauszufinden und umzusetzen, was wir für richtig und erstrebenswert halten.
Ethik --- Bioethik --- Angewandte Ethik --- Medienethik --- Manipulation --- Freiheit --- Autonomie --- Spiele --- Spielen --- Digitalisierung --- Paternalismus --- Nudging --- ethics --- bioethics --- applied ethics --- media ethics --- manipulation --- autonomy --- persuasive technology --- games --- digital technologies --- play --- paternalism --- nudging
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"This book is an ethnographic investigation of the everyday professional lives of experimental cognitive psychologists, aimed at conveying to readers a sense of the social world of thelaboratory, and explaining how the field produces knowledge about human cognition. Emily Martin did fieldwork in three labs conducting research in normal human cognition. In the early daysof her fieldwork, Martin was struck by how irrelevant her own subjective experience was to the experimenters. What researchers conducting the experiments were seeking was data about how her brain responded to stimuli such as photographs and videos. Her own responses to the situation -- the set-up of the experiment, etc -- were very much beside the point. This led Martin to wonder when, in the history of this field, introspection and related "messy" data concerning the social conditions of lab experimentation came to be expelled. Her book examines this history, provides a comparison with the history of her own field (anthropology), and discusses the evolution of a pillar of contemporary experimental cognitive psychology, the psychological experiment. In the course of this book Martin reports on her discussions with practicing experimental psychologists about the efficacy of placing persons in such unusual settings in the search for generalknowledge. What emerges is an account of the cognitive psychology experiment as an artificial construction in which a certain kind of knowledge is produced and a certain kind of humansubject is created. But this book is not a "debunking" of the discipline of experimental cognitive psychology. Martin readily acknowledges the fact that real knowledge is produced in thesehighly-structured and artificial experimental settings. She does, however, question the tendency within this discipline to dismiss the significance of the social and cultural setting of the formalpsychological experiment, and argues that the field promotes a truncated view of the human subject and its capacities"--
Psychology --- Psychology, Experimental. --- Human experimentation in psychology. --- Experimental psychologists. --- SOCIAL SCIENCE / Anthropology / Cultural & Social. --- Cognitive psychology --- Experiments. --- Experimental psychology --- Experimental psychologists --- Psychological experiments --- Psychology, Experimental --- Psychology, Cognitive --- Cognitive science --- Experimentation on humans, Psychological --- Psychological experimentation on humans --- Psychologists, Experimental --- Psychological research personnel --- Psychologists --- Research --- Experiments --- Psychology - Experiments --- Cognitive psychology - Experiments --- Human experimentation in psychology --- Cognitive psychology. --- Abstraction. --- Analogy. --- Anthropologist. --- Anthropology. --- Basic science (psychology). --- Behavior. --- Behaviorism. --- Behavioural sciences. --- Calculation. --- Causality. --- Coaching. --- Cognition. --- Cognitive science. --- Collaboration. --- Consciousness. --- Conspiracy theory. --- Control room. --- Cross-cultural psychology. --- Cultural practice. --- Decision-making. --- Digital media. --- Electroencephalography. --- Experiment. --- Experimental data. --- Experimental psychology. --- Face perception. --- Folk psychology. --- Functional magnetic resonance imaging. --- Funding of science. --- Gestalt psychology. --- Hallucination. --- Heuristic. --- How the Mind Works. --- Human subject research. --- Idealization. --- Ideology. --- Imagination. --- Information seeking. --- Interrogation. --- Introspection. --- Laboratory Life. --- Language game. --- Lecture. --- Machine learning. --- Mental disorder. --- Mental representation. --- Microcomputer. --- Minds. --- Mood (psychology). --- Natural experiment. --- Neuropsychology. --- Neuroscientist. --- Objectivity (science). --- Observation. --- Opportunism. --- Organizing (management). --- Parapsychology. --- Perceptual psychology. --- Personality quiz. --- Persuasive technology. --- Pragmatism. --- Prediction. --- Product manager. --- Psyche (psychology). --- Psychic. --- Psychological Science. --- Psychological manipulation. --- Psychological research. --- Psychological testing. --- Psychologist. --- Psychology. --- Psychopathology. --- Qualia. --- Qualitative research. --- Questionnaire. --- Quiz. --- Replication crisis. --- Research assistant. --- Schizophrenia (object-oriented programming). --- Science project. --- Science. --- Scientific method. --- Scientist. --- Scrutiny. --- Self-report study. --- Social psychology. --- Software. --- Spiritualism. --- Stanford prison experiment. --- Stimulation. --- Subjectivity. --- Technology. --- Test theory. --- Theory of mind. --- Thought. --- User experience design. --- Valence (psychology). --- Vulnerability (computing). --- Wilhelm Wundt.
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